X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/4efb3868c8a828892638f5490ef0402de22f1830..5dda68e8cf413ef970e2aed330c01af2aeae856a:/sixteen.c diff --git a/sixteen.c b/sixteen.c index bc21964..f6215bd 100644 --- a/sixteen.c +++ b/sixteen.c @@ -8,11 +8,14 @@ #include #include #include +#include #include #include "puzzles.h" const char *const game_name = "Sixteen"; +const char *const game_winhelp_topic = "games.sixteen"; +const int game_can_configure = TRUE; #define TILE_SIZE 48 #define BORDER TILE_SIZE /* big border to fill with arrows */ @@ -20,8 +23,8 @@ const char *const game_name = "Sixteen"; #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) -#define ANIM_TIME 0.1F -#define FLASH_FRAME 0.1F +#define ANIM_TIME 0.13F +#define FLASH_FRAME 0.13F #define X(state, i) ( (i) % (state)->w ) #define Y(state, i) ( (i) / (state)->w ) @@ -43,6 +46,8 @@ struct game_state { int w, h, n; int *tiles; int completed; + int movecount; + int last_movement_sense; }; game_params *default_params(void) @@ -89,6 +94,74 @@ game_params *dup_params(game_params *params) return ret; } +game_params *decode_params(char const *string) +{ + game_params *ret = default_params(); + + ret->w = ret->h = atoi(string); + while (*string && isdigit(*string)) string++; + if (*string == 'x') { + string++; + ret->h = atoi(string); + } + + return ret; +} + +char *encode_params(game_params *params) +{ + char data[256]; + + sprintf(data, "%dx%d", params->w, params->h); + + return dupstr(data); +} + +config_item *game_configure(game_params *params) +{ + config_item *ret; + char buf[80]; + + ret = snewn(3, config_item); + + ret[0].name = "Width"; + ret[0].type = C_STRING; + sprintf(buf, "%d", params->w); + ret[0].sval = dupstr(buf); + ret[0].ival = 0; + + ret[1].name = "Height"; + ret[1].type = C_STRING; + sprintf(buf, "%d", params->h); + ret[1].sval = dupstr(buf); + ret[1].ival = 0; + + ret[2].name = NULL; + ret[2].type = C_END; + ret[2].sval = NULL; + ret[2].ival = 0; + + return ret; +} + +game_params *custom_params(config_item *cfg) +{ + game_params *ret = snew(game_params); + + ret->w = atoi(cfg[0].sval); + ret->h = atoi(cfg[1].sval); + + return ret; +} + +char *validate_params(game_params *params) +{ + if (params->w < 2 && params->h < 2) + return "Width and height must both be at least two"; + + return NULL; +} + int perm_parity(int *perm, int n) { int i, j, ret; @@ -103,7 +176,7 @@ int perm_parity(int *perm, int n) return ret; } -char *new_game_seed(game_params *params) +char *new_game_seed(game_params *params, random_state *rs) { int stop, n, i, x; int x1, x2, p1, p2; @@ -133,7 +206,7 @@ char *new_game_seed(game_params *params) * Place everything except (possibly) the last two tiles. */ for (x = 0, i = n; i > stop; i--) { - int k = i > 1 ? rand_upto(i) : 0; + int k = i > 1 ? random_upto(rs, i) : 0; int j; for (j = 0; j < n; j++) @@ -209,6 +282,58 @@ char *new_game_seed(game_params *params) return ret; } + +char *validate_seed(game_params *params, char *seed) +{ + char *p, *err; + int i, area; + int *used; + + area = params->w * params->h; + p = seed; + err = NULL; + + used = snewn(area, int); + for (i = 0; i < area; i++) + used[i] = FALSE; + + for (i = 0; i < area; i++) { + char *q = p; + int n; + + if (*p < '0' || *p > '9') { + err = "Not enough numbers in string"; + goto leave; + } + while (*p >= '0' && *p <= '9') + p++; + if (i < area-1 && *p != ',') { + err = "Expected comma after number"; + goto leave; + } + else if (i == area-1 && *p) { + err = "Excess junk at end of string"; + goto leave; + } + n = atoi(q); + if (n < 1 || n > area) { + err = "Number out of range"; + goto leave; + } + if (used[n-1]) { + err = "Number used twice"; + goto leave; + } + used[n-1] = TRUE; + + if (*p) p++; /* eat comma */ + } + + leave: + sfree(used); + return err; +} + game_state *new_game(game_params *params, char *seed) { game_state *state = snew(game_state); @@ -231,7 +356,8 @@ game_state *new_game(game_params *params, char *seed) } assert(!*p); - state->completed = FALSE; + state->completed = state->movecount = 0; + state->last_movement_sense = 0; return state; } @@ -246,6 +372,8 @@ game_state *dup_game(game_state *state) ret->tiles = snewn(state->w * state->h, int); memcpy(ret->tiles, state->tiles, state->w * state->h * sizeof(int)); ret->completed = state->completed; + ret->movecount = state->movecount; + ret->last_movement_sense = state->last_movement_sense; return ret; } @@ -255,13 +383,22 @@ void free_game(game_state *state) sfree(state); } -game_state *make_move(game_state *from, int x, int y, int button) +game_ui *new_ui(game_state *state) +{ + return NULL; +} + +void free_ui(game_ui *ui) +{ +} + +game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) { int cx, cy; int dx, dy, tx, ty, n; game_state *ret; - if (button != LEFT_BUTTON) + if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; cx = FROMCOORD(x); @@ -277,6 +414,13 @@ game_state *make_move(game_state *from, int x, int y, int button) else return NULL; /* invalid click location */ + /* reverse direction if right hand button is pressed */ + if (button == RIGHT_BUTTON) + { + dx = -dx; if (dx) cx = from->w - 1 - cx; + dy = -dy; if (dy) cy = from->h - 1 - cy; + } + ret = dup_game(from); do { @@ -287,11 +431,15 @@ game_state *make_move(game_state *from, int x, int y, int button) ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; } while (--n > 0); + ret->movecount++; + + ret->last_movement_sense = -(dx+dy); + /* * See if the game has been completed. */ if (!ret->completed) { - ret->completed = TRUE; + ret->completed = ret->movecount; for (n = 0; n < ret->n; n++) if (ret->tiles[n] != n+1) ret->completed = FALSE; @@ -427,9 +575,10 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) } void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, float animtime, float flashtime) + game_state *state, int dir, game_ui *ui, + float animtime, float flashtime) { - int i, pass, bgcolour; + int i, bgcolour; if (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); @@ -480,125 +629,143 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, } /* - * Now draw each tile. We do this in two passes to make - * animation easy. + * Now draw each tile. */ clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); - for (pass = 0; pass < 2; pass++) { - for (i = 0; i < state->n; i++) { - int t, t0; - /* - * Figure out what should be displayed at this - * location. It's either a simple tile, or it's a - * transition between two tiles (in which case we say - * -1 because it must always be drawn). - */ - - if (oldstate && oldstate->tiles[i] != state->tiles[i]) - t = -1; - else - t = state->tiles[i]; - - t0 = t; - - if (ds->bgcolour != bgcolour || /* always redraw when flashing */ - ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { - int x, y, x2, y2; - - /* - * Figure out what to _actually_ draw, and where to - * draw it. - */ - if (t == -1) { - int x0, y0, x1, y1, dx, dy; - int j; - - /* - * On the first pass, just blank the tile. - */ - if (pass == 0) { - x = COORD(X(state, i)); - y = COORD(Y(state, i)); - x2 = y2 = -1; - t = 0; - } else { - float c; - - t = state->tiles[i]; - - /* - * FIXME: must be prepared to draw a double - * tile in some situations. - */ - - /* - * Find the coordinates of this tile in the old and - * new states. - */ - x1 = COORD(X(state, i)); - y1 = COORD(Y(state, i)); - for (j = 0; j < oldstate->n; j++) - if (oldstate->tiles[j] == state->tiles[i]) - break; - assert(j < oldstate->n); - x0 = COORD(X(state, j)); - y0 = COORD(Y(state, j)); - - dx = (x1 - x0); - if (abs(dx) > TILE_SIZE) { - dx = (dx < 0 ? dx + TILE_SIZE * state->w : - dx - TILE_SIZE * state->w); - assert(abs(dx) == TILE_SIZE); - } - dy = (y1 - y0); - if (abs(dy) > TILE_SIZE) { - dy = (dy < 0 ? dy + TILE_SIZE * state->h : - dy - TILE_SIZE * state->h); - assert(abs(dy) == TILE_SIZE); - } - - c = (animtime / ANIM_TIME); - if (c < 0.0F) c = 0.0F; - if (c > 1.0F) c = 1.0F; - - x = x0 + (int)(c * dx); - y = y0 + (int)(c * dy); - x2 = x1 - dx + (int)(c * dx); - y2 = y1 - dy + (int)(c * dy); - } - - } else { - if (pass == 0) - continue; - x = COORD(X(state, i)); - y = COORD(Y(state, i)); - x2 = y2 = -1; - } - - draw_tile(fe, state, x, y, t, bgcolour); - if (x2 != -1 || y2 != -1) - draw_tile(fe, state, x2, y2, t, bgcolour); - } - ds->tiles[i] = t0; - } + for (i = 0; i < state->n; i++) { + int t, t0; + /* + * Figure out what should be displayed at this + * location. It's either a simple tile, or it's a + * transition between two tiles (in which case we say + * -1 because it must always be drawn). + */ + + if (oldstate && oldstate->tiles[i] != state->tiles[i]) + t = -1; + else + t = state->tiles[i]; + + t0 = t; + + if (ds->bgcolour != bgcolour || /* always redraw when flashing */ + ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) { + int x, y, x2, y2; + + /* + * Figure out what to _actually_ draw, and where to + * draw it. + */ + if (t == -1) { + int x0, y0, x1, y1, dx, dy; + int j; + float c; + int sense; + + if (dir < 0) { + assert(oldstate); + sense = -oldstate->last_movement_sense; + } else { + sense = state->last_movement_sense; + } + + t = state->tiles[i]; + + /* + * FIXME: must be prepared to draw a double + * tile in some situations. + */ + + /* + * Find the coordinates of this tile in the old and + * new states. + */ + x1 = COORD(X(state, i)); + y1 = COORD(Y(state, i)); + for (j = 0; j < oldstate->n; j++) + if (oldstate->tiles[j] == state->tiles[i]) + break; + assert(j < oldstate->n); + x0 = COORD(X(state, j)); + y0 = COORD(Y(state, j)); + + dx = (x1 - x0); + if (dx != 0 && + dx != TILE_SIZE * sense) { + dx = (dx < 0 ? dx + TILE_SIZE * state->w : + dx - TILE_SIZE * state->w); + assert(abs(dx) == TILE_SIZE); + } + dy = (y1 - y0); + if (dy != 0 && + dy != TILE_SIZE * sense) { + dy = (dy < 0 ? dy + TILE_SIZE * state->h : + dy - TILE_SIZE * state->h); + assert(abs(dy) == TILE_SIZE); + } + + c = (animtime / ANIM_TIME); + if (c < 0.0F) c = 0.0F; + if (c > 1.0F) c = 1.0F; + + x = x0 + (int)(c * dx); + y = y0 + (int)(c * dy); + x2 = x1 - dx + (int)(c * dx); + y2 = y1 - dy + (int)(c * dy); + } else { + x = COORD(X(state, i)); + y = COORD(Y(state, i)); + x2 = y2 = -1; + } + + draw_tile(fe, state, x, y, t, bgcolour); + if (x2 != -1 || y2 != -1) + draw_tile(fe, state, x2, y2, t, bgcolour); + } + ds->tiles[i] = t0; } unclip(fe); ds->bgcolour = bgcolour; + + /* + * Update the status bar. + */ + { + char statusbuf[256]; + + /* + * Don't show the new status until we're also showing the + * new _state_ - after the game animation is complete. + */ + if (oldstate) + state = oldstate; + + sprintf(statusbuf, "%sMoves: %d", + (state->completed ? "COMPLETED! " : ""), + (state->completed ? state->completed : state->movecount)); + + status_bar(fe, statusbuf); + } } -float game_anim_length(game_state *oldstate, game_state *newstate) +float game_anim_length(game_state *oldstate, game_state *newstate, int dir) { return ANIM_TIME; } -float game_flash_length(game_state *oldstate, game_state *newstate) +float game_flash_length(game_state *oldstate, game_state *newstate, int dir) { if (!oldstate->completed && newstate->completed) return 2 * FLASH_FRAME; else return 0.0F; } + +int game_wants_statusbar(void) +{ + return TRUE; +}